Tabletop tomfoolery– wizardly wisecracks. We bring you tabletop gameplay and discussion with a panel of lighthearted players.

Archive for the '13th Age' Category

The 13th Age may be over, but the world thrives on. Plucky reporter Lyn gua Franka (Poorweather) finds surprising camaderie with a batch of all-but-randomly selected fellow sellswords Grub (Ikks), Explorer "Plora" Trib (Gnome), Guns of the Navarwndes (Nate), and Vardissa (Drakkel). Tasked by the surreal scientists Rituelle and Hollandaise to retrieve a cube of peculiar matter, the five are drawn into a bent dimension by unknowable minions of the Outsider. This is our final fond farewell to the Dragon Empire!

The disasters of the Fourfold Apocalypse, born of strain and hatred hidden beneath the yoke of a peaceful Empire, comes to a close with the clash of hateful wills; each combatant is here for power and control. So, what separates them? What's good and evil? What is right? Perhaps we'll never know. Regardless of the outcome, there is yet more work to chain the world once more.

Just as the Great Gold Wyrm rose above the depths of the Abyss to bring hope to the world of the Fourfold Apocalypse, the Lord of Devils and a harrowing entourage of corrupted warriors strikes. A pathetic band of misfits, bandits, pretenders of their crowns, and monsters is the last obstacle in the way of snuffing out the Wyrm's golden light forever.

The Elements visit Eridu, and are devastated by what the find. However, there is no more time for grief or regrets; the time has come for the great Ritual that must save the age-- it simply must, or else this year of toil and despair will all have been for naught. Steel yourself for this, the last hope.

Even if you don't normally listen to tabletalk, I highly recommend 34:40 and onward for a lovely scene between Bella and Nav. You see, I, Ikks, made a big mistake in a future session that causes a TIME PARADOX with this ending, so I couldn't use it!

Tabletalk takes place before, during, and after our sessions. It's lightly edited and perfect for casual listening-- get an idea of just what we were thinking when we did all that nonsense!

At last, the team returns to terra firma-- but it is far from a safe haven. As the Battlevan glides over the now-frozen Red Wastes, the harried party struggles to recover and reflect upon their recent experience. The moment is short as the ice below crumbles and a horribly familiar thing emerges. Maybe imprisonin' th' tarrasque in Mammon's hellhole wasn' th' brightest idea, hey, ya pack a' no-good mooks!

One miniscule mechanical failure leaves the Rogue Elements free-floating in a cloud of broken Battlevan fragments-- and it gets worse. The thirteen keys drift away, and primordial Elementals of the Earth below rise to fight off this apparent alien invasion. Element to element, the team had better recover their invaluable artifacts and helpless passengers-- fast.

Due to a new recording method, we are returning to occasional segmented episodes, largely without tabletalk.

Mint Gelato and Bella Canto, they whose fates have become intertwined with the mysteries of the Moon, experience epiphanies both miraculous and mediocre... but, all is not lost; the Moon's hostility wanes, and the elements and company return to the Battlevan. Yet, the churning earth below is no safe haven...